Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
rules:spells:start [2025/06/18 19:51] – created Ron Helwigrules:spells:start [2025/07/27 21:39] (current) Ron Helwig
Line 1: Line 1:
-<< rules:domain_cards ^ rules:start ^ rules:spell_cards >>+<< rules:domains:weaponmaster ^ rules:start ^ rules:spells:arcane:start >> 
 + 
 +# Spells 
 + 
 +Not all Domains provide access to spells, but those that do follow these shared rules. 
 + 
 +Spells are written on Feature cards, just like other Domain abilities. They must be concise enough to fit entirely on a card, and clear enough to be usable at the table without looking up extra rules. 
 + 
 +## Spell Tags 
 + 
 +Each spell includes **tags** to help identify its nature and usage. One of the following **magic source tags** is required: 
 + 
 +- `Arcane` 
 +- `Divine` 
 +- `Nature` 
 + 
 +These source tags define the *type* of magic involved. Domains that grant spellcasting will specify which spell types they can access. 
 + 
 +Additional tags may include: 
 +- `Evocation`, `Illusion`, `Healing`, `Movement`, etc. 
 +- `Ritual` – can be cast without a slot if time and tools permit 
 +- `Reaction` – may be used off-turn if the caster is allowed to react 
 + 
 +## Action Cost 
 + 
 +All spells include an **Action Cost**, expressed in terms of the system's **Action Load** mechanic. This defines how many actions or how much effort the spell requires to cast. 
 + 
 +Examples: 
 +- *1 Action* – costs 1 point of Action Load 
 +- *2 Action* – costs 2 Action Load points (more effort or complexity) 
 + 
 +Some spells include **optional enhancements** that increase Action Load for extra effects. These will be described clearly in the spell text, such as: 
 + 
 +> “You may choose to increase your Action Load by 1 to fire an additional dart.” 
 + 
 +Optional costs are never written into the base **Action Cost line**. Only required costs appear there. 
 + 
 +## Casting Mechanics 
 + 
 +**The casting resource system is determined by the Domain.** Domains interpret this according to their own rules. For example: 
 + 
 +- **Pact Domains** use a small number of high-Tier slots that refresh on a **short rest** 
 +- **Arcane Domains** may use a **Vancian slot system**, with multiple spells per day per Tier 
 +- **Divine Domains** might use a **roll-to-cast system** and track individual spell failures 
 +- **Mana-based Domains** may assign a **point cost per Tier** and draw from a common pool 
 + 
 +Each Domain’s base card defines: 
 +- The available Tiers 
 +- The number of spell uses or slots 
 +- The refresh method (e.g. rest, ritual, daily) 
 + 
 +Domains may also provide rules for regaining or recovering spells during play. 
 + 
 +## Cantrips and Free Spells 
 + 
 +Cantrips typically do not consume spell slots or mana. They may be cast freely each turn, subject to: 
 +- Action Load limits 
 +- Aspect requirements (some cantrips may perform poorly if your Aspect is too low) 
 + 
 +Some passive or always-on spells may be marked as: 
 +- **Spell Cost: Free** – requiring no action or resource to maintain 
 + 
 +## Upcasting 
 + 
 +Some spells include **scaling effects** when cast using a higher Tier slot or resource. This will be listed in the spell’s description under “Upcasting” or “Enhancements.” 
 + 
 +## Domain Specific Rules 
 + 
 +Domains that offer spellcasting will explain how to prepare, learn, cast, and recover spells. The rules here define the common structure all spells share across the system.
  
-====== Spells ====== 
-The rules for using spells.